Rework story engine flow and reorganize project docs
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This commit is contained in:
2026-04-06 23:19:00 +08:00
parent d678929064
commit ddcb5d5c8c
241 changed files with 19805 additions and 2478 deletions

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@@ -1,12 +1,7 @@
import { AnimatePresence, motion } from 'motion/react';
import { type CSSProperties, useEffect, useMemo, useState } from 'react';
import { useEffect, useMemo, useState } from 'react';
import {
resolveRoleCombatStats,
type RoleCombatStats,
} from '../data/attributeCombat';
import {
formatAttributeList,
resolveAttributeSchema,
resolveCharacterAttributeProfile,
} from '../data/attributeResolver';
@@ -15,7 +10,6 @@ import {
formatBuildContributionPercent,
getBuildContributionAttributeRows,
getBuildContributionQualityLabel,
getBuildContributionQualityRatio,
getCompanionBuildDamageBreakdown,
getPlayerBuildDamageBreakdown,
} from '../data/buildDamage';
@@ -36,7 +30,9 @@ import { getResourceLabelsForWorld } from '../services/customWorldPresentation';
import {
AnimationState,
Character,
CompanionArcState,
CompanionRenderState,
CompanionResolution,
CustomWorldProfile,
EquipmentLoadout,
GameState,
@@ -53,6 +49,17 @@ import {
import { AffinityStatusCard } from './AffinityStatusCard';
import { BackstoryArchive } from './BackstoryArchive';
import { CharacterAnimator } from './CharacterAnimator';
import {
getCharacterDetailSpriteStyle,
getContributionVisualStyle,
getGenderLabel,
} from './CharacterInfoHelpers';
import {
CharacterAttributeGrid,
CharacterSkillsList,
MultiplierContributionList,
StatusRow,
} from './CharacterInfoShared';
import type { GameCanvasEntitySelection } from './GameCanvas';
import { PixelIcon } from './PixelIcon';
@@ -73,6 +80,8 @@ interface CharacterPanelProps {
onOpenCharacterChat?: (target: CharacterChatTarget) => void;
chatSummaries?: Record<string, string>;
onInspectMember?: (selection: GameCanvasEntitySelection) => void;
companionArcStates?: CompanionArcState[];
companionResolutions?: CompanionResolution[];
}
type PartyMember = {
@@ -95,212 +104,6 @@ type EquipmentRow = {
rarityLabel: string;
};
type ContributionRow = BuildDamageBreakdown['rows'][number];
function StatusRow({
label,
current,
max,
tone,
}: {
label: string;
current: number;
max: number;
tone: 'hp' | 'mp';
}) {
const ratio = Math.max(0, Math.min(1, max > 0 ? current / max : 0));
const fillClass =
tone === 'hp'
? 'from-emerald-400 via-lime-300 to-emerald-200'
: 'from-sky-500 via-cyan-300 to-sky-100';
return (
<div className="space-y-1">
<div className="flex items-center justify-between gap-3 text-[10px] uppercase tracking-[0.16em] text-zinc-400">
<span>{label}</span>
<span className="text-zinc-200">
{current} / {max}
</span>
</div>
<div className="h-2 overflow-hidden rounded-full border border-white/10 bg-black/45">
<div
className={`h-full bg-gradient-to-r ${fillClass}`}
style={{ width: `${ratio * 100}%` }}
/>
</div>
</div>
);
}
function getGenderLabel(gender: Character['gender']) {
if (gender === 'female') return '女';
if (gender === 'male') return '男';
return '未明';
}
const SKILL_STYLE_LABELS = {
burst: '爆发',
steady: '稳态',
mobility: '机动',
finisher: '终结',
projectile: '投射',
} satisfies Record<Character['skills'][number]['style'], string>;
function getSkillDeliveryLabel(skill: Character['skills'][number]) {
return skill.delivery === 'ranged' || skill.style === 'projectile'
? '远程'
: '近战';
}
function CharacterSkillsList({ character }: { character: Character }) {
if (character.skills.length === 0) {
return (
<div className="rounded-lg border border-white/5 bg-black/20 px-3 py-3 text-sm text-zinc-500">
</div>
);
}
return (
<div className="grid gap-2 sm:grid-cols-2">
{character.skills.map((skill) => (
<div
key={skill.id}
className="rounded-lg border border-white/5 bg-black/20 px-3 py-3 text-sm text-zinc-300"
>
<div className="flex items-center justify-between gap-2">
<div className="font-semibold text-white">{skill.name}</div>
<span className="rounded-full border border-white/10 bg-white/6 px-2 py-0.5 text-[10px] text-zinc-100">
{getSkillDeliveryLabel(skill)}
</span>
</div>
<div className="mt-2 grid grid-cols-2 gap-2 text-[11px] text-zinc-400">
<div>{skill.damage}</div>
<div>{skill.manaCost}</div>
<div>{skill.cooldownTurns}</div>
<div>{skill.range}</div>
</div>
<div className="mt-2 text-[10px] tracking-[0.16em] text-sky-200/85">
{SKILL_STYLE_LABELS[skill.style]}
</div>
</div>
))}
</div>
);
}
function getContributionHeatRatio(value: number) {
return getBuildContributionQualityRatio(value);
}
function getContributionVisualStyle(value: number): CSSProperties {
const ratio = getContributionHeatRatio(value);
const hue = 210 - ratio * 178;
const saturation = 62 + ratio * 16;
const lightness = 56 + ratio * 6;
return {
borderColor: `hsla(${hue}, ${saturation + 6}%, ${lightness}%, ${0.22 + ratio * 0.28})`,
background: `linear-gradient(135deg, hsla(${hue}, ${saturation + 10}%, ${36 + ratio * 12}%, ${0.18 + ratio * 0.22}) 0%, rgba(12, 16, 24, 0.94) 72%)`,
boxShadow: `inset 0 1px 0 rgba(255,255,255,0.04), 0 0 ${10 + ratio * 20}px hsla(${hue}, ${saturation + 14}%, ${58 + ratio * 8}%, ${0.12 + ratio * 0.18})`,
color:
ratio > 0.76
? 'rgb(255 244 235)'
: ratio > 0.32
? 'rgb(236 242 248)'
: 'rgb(203 213 225)',
};
}
function MultiplierContributionList({
breakdown,
onSelectContribution,
}: {
breakdown: BuildDamageBreakdown;
onSelectContribution: (row: ContributionRow) => void;
}) {
const sortedRows = [...breakdown.rows].sort(
(left, right) =>
right.bonusDelta - left.bonusDelta ||
left.label.localeCompare(right.label, 'zh-CN'),
);
return (
<div className="space-y-2 rounded-xl border border-sky-400/12 bg-sky-500/6 px-3 py-2.5">
<div className="flex items-center justify-between gap-3 text-[10px] uppercase tracking-[0.16em] text-sky-100/80">
<span>{'\u72b6\u6001\u6807\u7b7e'}</span>
<span className="text-zinc-400">
{
'\u70b9\u51fb\u6807\u7b7e\u67e5\u770b\u5177\u4f53\u5c5e\u6027\u52a0\u6210'
}
</span>
</div>
{sortedRows.length > 0 ? (
<div className="flex flex-wrap gap-1.5">
{sortedRows.map((row) => (
<button
key={`formula-tag-${row.label}`}
type="button"
onClick={() => onSelectContribution(row)}
className="rounded-lg border px-2.5 py-1.5 text-left text-[11px] font-medium leading-none text-white transition-transform hover:-translate-y-0.5"
style={getContributionVisualStyle(row.bonusDelta)}
title={`\u67e5\u770b ${row.label} \u7684\u6807\u7b7e\u6548\u679c`}
>
<span>{row.label}</span>
</button>
))}
</div>
) : (
<span className="rounded-full border border-white/10 bg-black/20 px-2 py-1 text-[10px] text-zinc-300">
{'\u5f53\u524d\u8fd8\u6ca1\u6709\u5f62\u6210\u6709\u6548\u6807\u7b7e'}
</span>
)}
</div>
);
}
function formatAttributeMetricValue(value: number) {
const rounded = Math.round(value * 10) / 10;
return Number.isInteger(rounded) ? String(rounded) : rounded.toFixed(1);
}
function formatAttributePercentValue(value: number) {
return `${formatAttributeMetricValue(value * 100)}%`;
}
function getAttributeBonusPillClassName(bonus: number) {
if (bonus >= 0.05) {
return 'border-amber-400/25 bg-amber-500/12 text-amber-100';
}
if (bonus > 0) {
return 'border-emerald-400/20 bg-emerald-500/10 text-emerald-100';
}
return 'border-white/10 bg-black/20 text-zinc-500';
}
function getAttributeEffectText(
slotId: string,
combatStats: RoleCombatStats,
resourceLabels: ReturnType<typeof getResourceLabelsForWorld>,
) {
switch (slotId) {
case 'axis_a':
return `攻击倍率 x${formatAttributeMetricValue(combatStats.attackPowerMultiplier)}`;
case 'axis_b':
return `${resourceLabels.maxHp} +${combatStats.maxHpBonus}`;
case 'axis_c':
return `${resourceLabels.hp}恢复 +${combatStats.storyRecovery}`;
case 'axis_d':
return `攻击速度 ${formatAttributeMetricValue(combatStats.turnSpeed)}`;
case 'axis_e':
return `暴击率 ${formatAttributePercentValue(combatStats.critChance)}`;
case 'axis_f':
return `暴击伤害 x${formatAttributeMetricValue(combatStats.critDamageMultiplier)}`;
default:
return '提升战斗表现';
}
}
function buildLeaderEquipmentRows(
playerCharacter: Character,
playerEquipment: EquipmentLoadout,
@@ -331,16 +134,6 @@ function buildCompanionEquipmentRows(
}));
}
function getCharacterDetailSpriteStyle(character: Character) {
const groundOffset = character.groundOffsetY ?? 22;
const translateY = Math.max(10, Math.round((groundOffset - 22) * 0.34));
return {
transform: `translateY(${translateY}px) scale(1.34)`,
transformOrigin: 'center bottom',
} satisfies CSSProperties;
}
export function CharacterPanel({
worldType,
customWorldProfile = null,
@@ -355,6 +148,8 @@ export function CharacterPanel({
npcStates = {},
quests,
onInspectMember,
companionArcStates = [],
companionResolutions = [],
}: CharacterPanelProps) {
const [selectedMemberId, setSelectedMemberId] = useState<string | null>(null);
const [selectedContributionLabel, setSelectedContributionLabel] = useState<
@@ -458,6 +253,18 @@ export function CharacterPanel({
const selectedMemberAffinity = selectedMember?.npcId
? (npcStates[selectedMember.npcId]?.affinity ?? 0)
: null;
const selectedMemberArcState =
selectedMember && !selectedMember.isLeader
? companionArcStates.find(
(arcState) => arcState.characterId === selectedMember.character.id,
) ?? null
: null;
const selectedMemberResolution =
selectedMember && !selectedMember.isLeader
? companionResolutions.find(
(resolution) => resolution.characterId === selectedMember.character.id,
) ?? null
: null;
const selectedMemberPublicBackstory =
selectedMember && !selectedMember.isLeader && selectedMemberAffinity != null
? getCharacterPublicBackstorySummary(selectedMember.character, worldType)
@@ -503,96 +310,6 @@ export function CharacterPanel({
: null,
[customWorldProfile, selectedMember, worldType],
);
const selectedAttributeRows = useMemo(
() =>
selectedMemberAttributeProfile
? formatAttributeList(
selectedMemberAttributeProfile,
selectedAttributeSchema,
)
: [],
[selectedAttributeSchema, selectedMemberAttributeProfile],
);
const selectedAttributeBonusBySlot = useMemo(
() =>
Object.fromEntries(
selectedAttributeSchema.slots.map((slot) => [
slot.slotId,
Number(
(
selectedBuildBreakdown?.rows.reduce(
(sum, row) =>
sum + (row.attributeModifierDeltas?.[slot.slotId] ?? 0),
0,
) ?? 0
).toFixed(4),
),
]),
) as Record<string, number>,
[selectedAttributeSchema, selectedBuildBreakdown],
);
const selectedBoostedAttributeProfile = useMemo(() => {
if (!selectedMemberAttributeProfile) {
return null;
}
return {
...selectedMemberAttributeProfile,
values: {
...(selectedMemberAttributeProfile.values ?? {}),
...Object.fromEntries(
selectedAttributeSchema.slots.map((slot) => {
const baseValue =
selectedMemberAttributeProfile.values?.[slot.slotId] ?? 0;
const totalBonus = selectedAttributeBonusBySlot[slot.slotId] ?? 0;
return [
slot.slotId,
Number((baseValue * (1 + totalBonus)).toFixed(4)),
];
}),
),
},
};
}, [
selectedAttributeBonusBySlot,
selectedAttributeSchema,
selectedMemberAttributeProfile,
]);
const selectedBoostedCombatStats = useMemo(
() =>
selectedMember
? resolveRoleCombatStats(selectedBoostedAttributeProfile)
: null,
[selectedBoostedAttributeProfile, selectedMember],
);
const selectedDisplayAttributeRows = useMemo(
() =>
selectedAttributeRows.map(({ slot, value }) => {
const totalBonus = selectedAttributeBonusBySlot[slot.slotId] ?? 0;
const boostedValue = Number((value * (1 + totalBonus)).toFixed(4));
return {
slot,
baseValue: value,
boostedValue,
totalBonus,
effectText: selectedBoostedCombatStats
? getAttributeEffectText(
slot.slotId,
selectedBoostedCombatStats,
resourceLabels,
)
: slot.combatUseText,
};
}),
[
resourceLabels,
selectedAttributeBonusBySlot,
selectedAttributeRows,
selectedBoostedCombatStats,
],
);
const selectedContributionAttributes = selectedContributionRow
? getBuildContributionAttributeRows(
selectedContributionRow,
@@ -941,6 +658,32 @@ export function CharacterPanel({
{selectedMemberAffinity != null && (
<AffinityStatusCard affinity={selectedMemberAffinity} />
)}
{selectedMemberArcState && (
<div className="rounded-xl border border-white/8 bg-black/20 px-3 py-2 text-xs text-zinc-300">
<div className="text-[10px] uppercase tracking-[0.18em] text-zinc-500">
线
</div>
<div className="mt-1 font-semibold text-white">
{selectedMemberArcState.currentStage}
</div>
<div className="mt-1 text-[11px] text-sky-200/85">
{selectedMemberArcState.arcTheme}
</div>
</div>
)}
{selectedMemberResolution && (
<div className="rounded-xl border border-emerald-400/18 bg-emerald-500/8 px-3 py-2 text-xs text-zinc-300">
<div className="text-[10px] uppercase tracking-[0.18em] text-emerald-200/80">
</div>
<div className="mt-1 font-semibold text-white">
{selectedMemberResolution.resolutionType}
</div>
<div className="mt-1 text-[11px] text-emerald-100/85">
{selectedMemberResolution.summary}
</div>
</div>
)}
{selectedMemberAffinity != null && (
<BackstoryArchive
publicSummary={selectedMemberPublicBackstory}
@@ -959,46 +702,15 @@ export function CharacterPanel({
/>
)}
</div>
<div className="mt-4 grid grid-cols-2 gap-2 text-sm text-zinc-300">
{selectedDisplayAttributeRows.map(
({
slot,
baseValue,
boostedValue,
totalBonus,
effectText,
}) => (
<div
key={slot.slotId}
className="rounded-lg border border-white/5 bg-black/20 px-3 py-2"
>
<div className="text-sm font-semibold text-zinc-100">
{slot.name}
</div>
<div className="mt-1 flex items-start justify-between gap-3">
<div className="min-w-0 flex-1">
<div className="text-2xl font-bold text-white">
{formatAttributeMetricValue(boostedValue)}
</div>
</div>
<div className="flex shrink-0 flex-col items-end gap-1 text-right">
<span
className={`rounded-full border px-2 py-0.5 text-[10px] font-medium ${getAttributeBonusPillClassName(totalBonus)}`}
>
{' '}
{formatBuildContributionPercent(totalBonus)}
</span>
<div className="text-[10px] text-zinc-500">
{formatAttributeMetricValue(baseValue)}
</div>
</div>
</div>
<div className="mt-2 text-[10px] leading-relaxed text-sky-200/85">
{effectText}
</div>
</div>
),
)}
<div className="mt-4">
<CharacterAttributeGrid
attributeProfile={selectedMemberAttributeProfile}
attributeSchema={selectedAttributeSchema}
buildBreakdown={selectedBuildBreakdown}
resourceLabels={resourceLabels}
gridClassName="grid grid-cols-1 gap-2 text-sm text-zinc-300 sm:grid-cols-2"
cardClassName="rounded-lg border border-white/5 bg-black/20 px-3 py-2"
/>
</div>
</div>
</div>
@@ -1037,7 +749,9 @@ export function CharacterPanel({
<div className="mb-3 text-xs font-bold text-white">
{'\u6280\u80fd'}
</div>
<CharacterSkillsList character={selectedMember.character} />
<CharacterSkillsList
skills={selectedMember.character.skills}
/>
</div>
<div